So it is for the best you check out this tutorial here first:

http://www.twcenter.net/forums/showt...-Up-and-Helmet

With a lot of my body armor and shields in Medieval Kingdoms Total War I don't use conventional textures but decals to increase the amount of variations without as much performance lost. Here's a little insight on how to implement it onto your models. You CAN do this with vanilla models too, but it requires more work so I'll talk about what to do then at a later time. Also this tutorial will not cover texture_arrays, check out Magnar's tutorial for more detail on those:

https://www.youtube.com/watch?v=aOq-DslgTfM


You'll need 3ds Max(I use 2013 64 bit), BOB, TWeak and Gimp/Photoshop

1. First off if you want to make sure you select the right material in 3ds Max. If it's a weighted model you need to put "weighted_decal" and it's something like a weapon or a shield you choose "decal" Here's a screen showing this in action:

Spoiler Alert, click show to read: 






2. Second you need to make a decalmask in gimp. Open up the diffuse texture of your model in Gimp or Photoshop, desaturate up the Brightness and Contrast and change whatever is grey to black. Here's some screens showing this in action:

Spoiler Alert, click show to read: 



















3. Add the decalmask in the decalmask slot in Max as seen here:

Spoiler Alert, click show to read: 








4. Export your new armor and run it through Bob as seen in my tutorial link above.


Let me know if you have any questions on any of this guys.